- fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.
- made some tests about calling script code from native functions. * scriptified A_SkullAttack to have something to test * changed the A_SkullAttack call in A_PainShootSkull. * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.) * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
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12 changed files with 97 additions and 98 deletions
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@ -602,9 +602,10 @@ AFuncDesc *FindFunction(const char * string)
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//
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//==========================================================================
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PFunction *FindGlobalActionFunction(const char *name)
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VMFunction *FindVMFunction(PClass *cls, const char *name)
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{
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return dyn_cast<PFunction>(RUNTIME_CLASS(AActor)->Symbols.FindSymbol(name, false));
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auto f = dyn_cast<PFunction>(cls->Symbols.FindSymbol(name, true));
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return f == nullptr ? nullptr : f->Variants[0].Implementation;
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}
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